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purple
Joined: Sat Dec 02, 2006 4:00 am Posts: 343 Location: Devil's Advocate
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Ghost [WIP]
I'm uploading this mod because of a problem I can't seem to solve. Details are here: http://pastebin.com/f5b3f533fThe trail is created by a series of emitters which emit particles pinned in place, that last the length of a glow effect, and then disappear. The problem is that while the weapon is in your inventory, it continues to emit, but the particles do not dissapear. When you switch back to the psyblades, all of the "backed up" particles release at once, creating a lot of lag. What I need to do now, is figure out how to control the emitters. Techniques I have already tried include: 1. Having the muzzleflash break off, and the breakwound has the emitters attached in the appropriate places, with a limited duration. I don't know how to break the muzzleflash off. 2. Having the emitters attached to the muzzleflash. The emitters still pile up when the muzzleflash is not visible, and then release when you fire again. There is also no way to have the muzzleflash last longer without lagging the game, so the effect is short. Whatever technique I use, the emitters must be related to the weapon, in that they rotate with it. If either of the two techniques above worked, the trail would be activated upon firing of the psyblades, and would last for a while. The finite (not infinite) length would keep particles from getting "backed up" while the weapon is in your inventory.
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Fri Feb 29, 2008 6:00 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Ghost [WIP]
Whoot, THE KNIVES ARE MINE! Damn, you DSTs are freaking tight knit, you'll most likely stay at the top of CC Modding!!!
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Fri Feb 29, 2008 7:35 am |
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ChJees
Joined: Thu Jul 19, 2007 11:31 am Posts: 249 Location: Sweden, Hallstavik
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Re: Ghost [WIP]
Sexy .
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Fri Feb 29, 2008 7:46 am |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Re: Ghost [WIP]
Why not make the emitter controllable?
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Fri Feb 29, 2008 10:09 pm |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: Ghost [WIP]
You can't!!!!11! Make the imaginary magazine has a emmiter. Maybe this work
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Fri Feb 29, 2008 10:13 pm |
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purple
Joined: Sat Dec 02, 2006 4:00 am Posts: 343 Location: Devil's Advocate
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Re: Ghost [WIP]
Ah, good idea Jox. With the emitters attached to the magazine, you can safely holster the weapon when it is in the middle of reloading, and when you take it back out, simply click to reload, and the emitters come back with the magazine.
Now, this allows some control over the emitters, but if you holster the weapon when the magazine is still there, there is trouble.
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Fri Feb 29, 2008 10:42 pm |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: Ghost [WIP]
Well, at least we have some progress... Maybe there is a way to make the magzine pop out and die when you change wep. Make it with a low joint strenght? or whatever...
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Fri Feb 29, 2008 11:25 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Ghost [WIP]
It really is a ♥♥♥♥♥ that you can't disable emitters while they're unable to be seen, maybe next build?
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Sat Mar 01, 2008 12:53 am |
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DudeGuy
Joined: Sun Mar 04, 2007 11:22 pm Posts: 254 Location: In my happy and/or unhappy place.
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Re: Ghost [WIP]
May I ask ,how did you make the trail come off?
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Sat Mar 01, 2008 1:07 am |
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purple
Joined: Sat Dec 02, 2006 4:00 am Posts: 343 Location: Devil's Advocate
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Re: Ghost [WIP]
Did you read my first post? I describe it in detail.
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Sat Mar 01, 2008 1:28 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Ghost [WIP]
To make the flash break off, just have an attached emitter which is constantly emitting a super-high velocity and mass particle.
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Sat Mar 01, 2008 1:37 am |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Ghost [WIP]
Shoudln't this be in Mods?
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Sat Mar 01, 2008 1:48 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Ghost [WIP]
No, he's asking how to fix it.
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Sat Mar 01, 2008 1:50 am |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Ghost [WIP]
It has a (presumably) working mod attached. Even if it's not perfect, it still WORKS.
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Sat Mar 01, 2008 1:52 am |
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octyl
Joined: Fri Aug 31, 2007 3:57 am Posts: 227 Location: Canada
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Re: Ghost [WIP]
If something doesn't work how it's intended to, i would consider it a work in progress.
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Sat Mar 01, 2008 1:57 am |
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